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1 /**************************************************************************
2  *
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28  /*
29   * Authors:
30   *   Brian Paul
31   */
32 
33 #include "main/imports.h"
34 #include "main/image.h"
35 #include "main/macros.h"
36 #include "main/mfeatures.h"
37 
38 #include "st_context.h"
39 #include "st_texture.h"
40 #include "st_cb_blit.h"
41 #include "st_cb_fbo.h"
42 #include "st_atom.h"
43 
44 #include "util/u_blit.h"
45 
46 
47 void
st_init_blit(struct st_context * st)48 st_init_blit(struct st_context *st)
49 {
50    st->blit = util_create_blit(st->pipe, st->cso_context);
51 }
52 
53 
54 void
st_destroy_blit(struct st_context * st)55 st_destroy_blit(struct st_context *st)
56 {
57    util_destroy_blit(st->blit);
58    st->blit = NULL;
59 }
60 
61 
62 #if FEATURE_EXT_framebuffer_blit
63 
64 static void
st_BlitFramebuffer_resolve(struct gl_context * ctx,GLbitfield mask,struct pipe_resolve_info * info)65 st_BlitFramebuffer_resolve(struct gl_context *ctx,
66                            GLbitfield mask,
67                            struct pipe_resolve_info *info)
68 {
69    const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
70 
71    struct st_context *st = st_context(ctx);
72 
73    struct st_renderbuffer *srcRb, *dstRb;
74 
75    if (mask & GL_COLOR_BUFFER_BIT) {
76       srcRb = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
77       dstRb = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
78 
79       info->mask = PIPE_MASK_RGBA;
80 
81       info->src.res = srcRb->texture;
82       info->src.layer = srcRb->surface->u.tex.first_layer;
83       info->dst.res = dstRb->texture;
84       info->dst.level = dstRb->surface->u.tex.level;
85       info->dst.layer = dstRb->surface->u.tex.first_layer;
86 
87       st->pipe->resource_resolve(st->pipe, info);
88    }
89 
90    if (mask & depthStencil) {
91       struct gl_renderbuffer_attachment *srcDepth, *srcStencil;
92       struct gl_renderbuffer_attachment *dstDepth, *dstStencil;
93       boolean combined;
94 
95       srcDepth = &ctx->ReadBuffer->Attachment[BUFFER_DEPTH];
96       dstDepth = &ctx->DrawBuffer->Attachment[BUFFER_DEPTH];
97       srcStencil = &ctx->ReadBuffer->Attachment[BUFFER_STENCIL];
98       dstStencil = &ctx->DrawBuffer->Attachment[BUFFER_STENCIL];
99 
100       combined =
101          st_is_depth_stencil_combined(srcDepth, srcStencil) &&
102          st_is_depth_stencil_combined(dstDepth, dstStencil);
103 
104       if ((mask & GL_DEPTH_BUFFER_BIT) || combined) {
105          /* resolve depth and, if combined and requested, stencil as well */
106          srcRb = st_renderbuffer(srcDepth->Renderbuffer);
107          dstRb = st_renderbuffer(dstDepth->Renderbuffer);
108 
109          info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0;
110          if (combined && (mask & GL_STENCIL_BUFFER_BIT)) {
111             mask &= ~GL_STENCIL_BUFFER_BIT;
112             info->mask |= PIPE_MASK_S;
113          }
114 
115          info->src.res = srcRb->texture;
116          info->src.layer = srcRb->surface->u.tex.first_layer;
117          info->dst.res = dstRb->texture;
118          info->dst.level = dstRb->surface->u.tex.level;
119          info->dst.layer = dstRb->surface->u.tex.first_layer;
120 
121          st->pipe->resource_resolve(st->pipe, info);
122       }
123 
124       if (mask & GL_STENCIL_BUFFER_BIT) {
125          /* resolve separate stencil buffer */
126          srcRb = st_renderbuffer(srcStencil->Renderbuffer);
127          dstRb = st_renderbuffer(dstStencil->Renderbuffer);
128 
129          info->mask = PIPE_MASK_S;
130 
131          info->src.res = srcRb->texture;
132          info->src.layer = srcRb->surface->u.tex.first_layer;
133          info->dst.res = dstRb->texture;
134          info->dst.level = dstRb->surface->u.tex.level;
135          info->dst.layer = dstRb->surface->u.tex.first_layer;
136 
137          st->pipe->resource_resolve(st->pipe, info);
138       }
139    }
140 }
141 
142 static void
st_BlitFramebuffer(struct gl_context * ctx,GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,GLenum filter)143 st_BlitFramebuffer(struct gl_context *ctx,
144                    GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
145                    GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
146                    GLbitfield mask, GLenum filter)
147 {
148    const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT |
149                                     GL_STENCIL_BUFFER_BIT);
150    struct st_context *st = st_context(ctx);
151    const uint pFilter = ((filter == GL_NEAREST)
152                          ? PIPE_TEX_MIPFILTER_NEAREST
153                          : PIPE_TEX_MIPFILTER_LINEAR);
154    struct gl_framebuffer *readFB = ctx->ReadBuffer;
155    struct gl_framebuffer *drawFB = ctx->DrawBuffer;
156 
157    st_validate_state(st);
158 
159    if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1,
160                         &dstX0, &dstY0, &dstX1, &dstY1)) {
161       return; /* nothing to draw/blit */
162    }
163 
164    if (st_fb_orientation(drawFB) == Y_0_TOP) {
165       /* invert Y for dest */
166       dstY0 = drawFB->Height - dstY0;
167       dstY1 = drawFB->Height - dstY1;
168    }
169 
170    if (st_fb_orientation(readFB) == Y_0_TOP) {
171       /* invert Y for src */
172       srcY0 = readFB->Height - srcY0;
173       srcY1 = readFB->Height - srcY1;
174    }
175 
176    /* Disable conditional rendering. */
177    if (st->render_condition) {
178       st->pipe->render_condition(st->pipe, NULL, 0);
179    }
180 
181    if (readFB->Visual.sampleBuffers > drawFB->Visual.sampleBuffers &&
182        readFB->Visual.samples > 1) {
183       struct pipe_resolve_info info;
184 
185       if (dstX0 < dstX1) {
186          info.dst.x0 = dstX0;
187          info.dst.x1 = dstX1;
188          info.src.x0 = srcX0;
189          info.src.x1 = srcX1;
190       } else {
191          info.dst.x0 = dstX1;
192          info.dst.x1 = dstX0;
193          info.src.x0 = srcX1;
194          info.src.x1 = srcX0;
195       }
196       if (dstY0 < dstY1) {
197          info.dst.y0 = dstY0;
198          info.dst.y1 = dstY1;
199          info.src.y0 = srcY0;
200          info.src.y1 = srcY1;
201       } else {
202          info.dst.y0 = dstY1;
203          info.dst.y1 = dstY0;
204          info.src.y0 = srcY1;
205          info.src.y1 = srcY0;
206       }
207 
208       st_BlitFramebuffer_resolve(ctx, mask, &info); /* filter doesn't apply */
209 
210       goto done;
211    }
212 
213    if (srcY0 > srcY1 && dstY0 > dstY1) {
214       /* Both src and dst are upside down.  Swap Y to make it
215        * right-side up to increase odds of using a fast path.
216        * Recall that all Gallium raster coords have Y=0=top.
217        */
218       GLint tmp;
219       tmp = srcY0;
220       srcY0 = srcY1;
221       srcY1 = tmp;
222       tmp = dstY0;
223       dstY0 = dstY1;
224       dstY1 = tmp;
225    }
226 
227    if (mask & GL_COLOR_BUFFER_BIT) {
228       struct gl_renderbuffer_attachment *srcAtt =
229          &readFB->Attachment[readFB->_ColorReadBufferIndex];
230 
231       if(srcAtt->Type == GL_TEXTURE) {
232          struct st_texture_object *srcObj =
233             st_texture_object(srcAtt->Texture);
234          struct st_renderbuffer *dstRb =
235             st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
236          struct pipe_surface *dstSurf = dstRb->surface;
237 
238          if (!srcObj->pt)
239             goto done;
240 
241          util_blit_pixels(st->blit, srcObj->pt, srcAtt->TextureLevel,
242                           srcX0, srcY0, srcX1, srcY1,
243                           srcAtt->Zoffset + srcAtt->CubeMapFace,
244                           dstSurf, dstX0, dstY0, dstX1, dstY1,
245                           0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
246       }
247       else {
248          struct st_renderbuffer *srcRb =
249             st_renderbuffer(readFB->_ColorReadBuffer);
250          struct st_renderbuffer *dstRb =
251             st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
252          struct pipe_surface *srcSurf = srcRb->surface;
253          struct pipe_surface *dstSurf = dstRb->surface;
254 
255          util_blit_pixels(st->blit,
256                           srcRb->texture, srcSurf->u.tex.level,
257                           srcX0, srcY0, srcX1, srcY1,
258                           srcSurf->u.tex.first_layer,
259                           dstSurf, dstX0, dstY0, dstX1, dstY1,
260                           0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
261       }
262    }
263 
264    if (mask & depthStencil) {
265       /* depth and/or stencil blit */
266 
267       /* get src/dst depth surfaces */
268       struct gl_renderbuffer_attachment *srcDepth =
269          &readFB->Attachment[BUFFER_DEPTH];
270       struct gl_renderbuffer_attachment *dstDepth =
271          &drawFB->Attachment[BUFFER_DEPTH];
272       struct gl_renderbuffer_attachment *srcStencil =
273          &readFB->Attachment[BUFFER_STENCIL];
274       struct gl_renderbuffer_attachment *dstStencil =
275          &drawFB->Attachment[BUFFER_STENCIL];
276 
277       struct st_renderbuffer *srcDepthRb =
278          st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer);
279       struct st_renderbuffer *dstDepthRb =
280          st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer);
281       struct pipe_surface *dstDepthSurf =
282          dstDepthRb ? dstDepthRb->surface : NULL;
283 
284       struct st_renderbuffer *srcStencilRb =
285          st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
286       struct st_renderbuffer *dstStencilRb =
287          st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
288       struct pipe_surface *dstStencilSurf =
289          dstStencilRb ? dstStencilRb->surface : NULL;
290 
291       if ((mask & depthStencil) == depthStencil &&
292           st_is_depth_stencil_combined(srcDepth, srcStencil) &&
293           st_is_depth_stencil_combined(dstDepth, dstStencil)) {
294 
295          /* Blitting depth and stencil values between combined
296           * depth/stencil buffers.  This is the ideal case for such buffers.
297           */
298          util_blit_pixels(st->blit,
299                           srcDepthRb->texture,
300                           srcDepthRb->surface->u.tex.level,
301                           srcX0, srcY0, srcX1, srcY1,
302                           srcDepthRb->surface->u.tex.first_layer,
303                           dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
304                           0.0, pFilter, 0,
305                           BLIT_WRITEMASK_Z |
306                           (st->has_stencil_export ? BLIT_WRITEMASK_STENCIL
307                                                   : 0));
308 
309          if (!st->has_stencil_export) {
310             _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
311                                "software fallback not implemented");
312          }
313       }
314       else {
315          /* blitting depth and stencil separately */
316 
317          if (mask & GL_DEPTH_BUFFER_BIT) {
318             util_blit_pixels(st->blit, srcDepthRb->texture,
319                              srcDepthRb->surface->u.tex.level,
320                              srcX0, srcY0, srcX1, srcY1,
321                              srcDepthRb->surface->u.tex.first_layer,
322                              dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
323                              0.0, pFilter, 0, BLIT_WRITEMASK_Z);
324          }
325 
326          if (mask & GL_STENCIL_BUFFER_BIT) {
327             if (st->has_stencil_export) {
328                util_blit_pixels(st->blit, srcStencilRb->texture,
329                                 srcStencilRb->surface->u.tex.level,
330                                 srcX0, srcY0, srcX1, srcY1,
331                                 srcStencilRb->surface->u.tex.first_layer,
332                                 dstStencilSurf, dstX0, dstY0, dstX1, dstY1,
333                                 0.0, pFilter, 0, BLIT_WRITEMASK_STENCIL);
334             }
335             else {
336                _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
337                                   "software fallback not implemented");
338             }
339          }
340       }
341    }
342 
343 done:
344    /* Restore conditional rendering state. */
345    if (st->render_condition) {
346       st->pipe->render_condition(st->pipe, st->render_condition,
347                                  st->condition_mode);
348    }
349 }
350 
351 
352 void
st_init_blit_functions(struct dd_function_table * functions)353 st_init_blit_functions(struct dd_function_table *functions)
354 {
355    functions->BlitFramebuffer = st_BlitFramebuffer;
356 }
357 
358 #endif /* FEATURE_EXT_framebuffer_blit */
359